
The Krawl: Arcana Manual

Contents
Introduction to Arcana
Arcana, or Magic in The Krawl is not mere mechanics—it is the reshaping of reality through will, faith, and understanding. Every spell cast leaves its mark upon the world, sometimes in ways the caster never intended. The wise practitioner learns not just the words and gestures, but the profound responsibility that comes with wielding forces beyond mortal comprehension.
This tome contains eighteen spells, from the fundamental cantrips that apprentices learn to the reality-shaking incantations that mark true masters. Each represents not just power, but a philosophy—a way of understanding one's place in the cosmic order.
It is told that mysterious and loathesome figures in the world possess spells whose effects range from mere trickery to reality-bending, but those are surely rumors.
Casting: d20 + INT (Mage)/WIS(Cleric) + Caster Level + Equipment Modifiers
Target: vs. Roll required to hit = 10 + Defender's H − Attacker's H (for attacks)
Overreach: Casting spells above your level requires a save vs. (10 + level difference).
(This is a special rule for spellcasting only. Other actions use the Difficulty Levels.)
Unified System: All spells in this manual interact with The Krawl's unified afflictions system. When spells mention effects like "poison," "disease," "curse," or mental states, they refer to specific afflictions defined in the Afflictions Manual.
Spell-Affliction Interactions: Spells can create, remove, or interact with afflictions. For example, Blessing of Renewal removes Poisoned affliction, Diseased affliction, and Cursed affliction. Voice of Truth creates effects similar to Charmed affliction.
Divine Magic (Clerics)
Divine magic flows from faith, devotion, and the blessing of higher powers. It seeks to heal, protect, and enforce cosmic justice. Yet even divine magic can have unintended consequences when wielded by mortal hands.
Level 1 Divine Spells
Mechanical Effect: All attack rolls within the area suffer a -10 penalty. Hostile spells require an additional save vs. Difficulty Level 15 to function. Anyone who rests within the sanctuary heals an additional d20 HP overnight.
Narrative Consequences: Word spreads of this holy ground. Pilgrims may come seeking shelter, refugees might claim sanctuary, and local authorities may demand to know by whose authority you've created a place beyond their law.
Mechanical Effect: Fully repairs one object, neutralizes one Poisoned affliction or Diseased affliction, or removes one Cursed affliction. Can restore up to one day's worth of natural decay or damage. Living creatures heal d20 + WIS modifier HP.
Narrative Consequences: The divine energy lingers, making the target slightly resistant to future corruption. However, some "damage" may actually be improvement—a sword reforged into a plowshare returns to being a sword. The spell judges by divine standards, not mortal preferences. Items previously afflicted with Cursed affliction may retain subtle divine protection against future corruption.
Mechanical Effect: You cannot lie while the spell is active. Anyone you address must make a WIS save vs. your spell roll or be compelled to answer truthfully. They are aware of this compulsion and may choose to remain silent instead. This creates effects similar to Charmed affliction.
Narrative Consequences: Word spreads that you speak with divine authority. Some seek you out as an oracle or judge, while others avoid you entirely. Corrupt officials and criminals may view you as a threat. The truth you compel may shatter relationships, expose conspiracies, or reveal secrets better left hidden.
Level 2 Divine Spells
Mechanical Effect: The spirit can answer questions about their life, death, and anything they observed. They cannot lie, but may be evasive. The conversation lasts until you end it or the spirit chooses to depart.
Narrative Consequences: Death changes perspective. The spirit may have knowledge they didn't possess in life, or priorities that have fundamentally shifted. The act of communion may weaken the barriers between life and death in that location.
Mechanical Effect: Choose a goal that could reasonably be accomplished within a day. The DM will arrange "coincidences" and lucky breaks that make success more likely. Relevant rolls gain advantage, and minor obstacles tend to resolve themselves favorably.
Narrative Consequences: Divine mandates create ripple effects. People whose lives are touched by these coincidences may become believers, enemies, or simply confused. The mandate must align with your deity's nature—a god of justice won't help with theft, even for noble reasons. Guards may fall into Asleep affliction at opportune moments, evidence may appear where needed.
Mechanical Effect: The DM judges each creature's moral standing regarding the current conflict. Those acting with good intentions gain +3 to all rolls, those with neutral intentions are unaffected, and those with evil intentions suffer -3 to all rolls (similar to Cursed affliction penalties).
Narrative Consequences: The circle makes moral truths visible to all present. Hypocrites are exposed, hidden virtues revealed, and complex moral situations become starkly black and white. This can shatter alliances, inspire conversions, or create lifelong enemies among those judged harshly.
Level 3 Divine Spells
Mechanical Effect: Roll spell attack. If successful, the target takes damage equal to your spell roll result + WIS modifier. This damage ignores all armor but can be reduced by magical protection. Against undead or demons, double the damage.
Narrative Consequences: The heavens themselves have taken notice. Local clerics may seek you out for judgment of your worthiness. Secular authorities may view you as a threat. The target, if they survive, is marked by divine attention.
Mechanical Effect: Creates enough food, water, basic shelter, or simple tools to sustain up to 20 people for one week. Items created are humble but perfectly suited to their purpose. Can be cast repeatedly, but only when genuine need exists.
Narrative Consequences: Communities may come to depend on your providence, creating both loyalty and burden. Local economies may be disrupted by free provision of goods. Merchants may resent the competition, while the desperate may follow you as a prophet of plenty.
Mechanical Effect: Gain +5 to all rolls. Undead and demons must save vs. your presence or flee (similar to Frightened affliction). Believers are inspired (advantage on morale), while enemies of your faith are shaken (disadvantage on attacks against you). Can perform minor miracles at will.
Narrative Consequences: Witnesses never forget seeing an avatar of divine power. Some become instant converts, others develop grudges against divine authority. Political and religious leaders may see you as either a valuable ally or dangerous rival. The experience changes you permanently in subtle ways.
Arcane Magic (Mages)
Arcane magic springs from understanding the fundamental forces that govern reality. It is raw power shaped by intellect and will, capable of rewriting the laws of physics themselves. But reality has its own defenses.
Level 1 Arcane Spells
Mechanical Effect: Choose one physical law to alter within the area. This provides mechanical benefits at DM discretion (walking on walls, immunity to one damage type, advantage on certain actions, etc.).
Narrative Consequences: Reality remembers being changed. The area may retain subtle oddities even after the spell ends. Repeated use in the same location can create permanent alterations or "soft spots" in reality where magic behaves unpredictably.
Mechanical Effect: The servant has INT 0 but follows commands exactly as stated. It can carry 50 pounds, has defense of H = +2, D = 0, 10 HP, and can perform simple tasks continuously. Cannot attack or cast spells, but can trigger traps, operate mechanisms, or deliver messages.
Narrative Consequences: The servant's literal interpretation of commands often creates unintended consequences. Locals may notice objects moving by themselves, leading to rumors of hauntings. The servant may continue following old orders even after the spell ends if they were phrased carelessly.
Mechanical Effect: You always know the mark's location and basic condition (intact, damaged, destroyed). Can trigger effects when touched by specific people or under certain conditions. Multiple marks can transmit simple messages between each other.
Narrative Consequences: Marks become part of local folklore and mystery. They may be studied by other mages, worshipped as protective symbols, or feared as signs of Cursed affliction. Networks of marks can revolutionize communication and commerce in regions where they're established.
Level 2 Arcane Spells
Mechanical Effect: You can communicate instantly with up to (your level) individuals simultaneously. You can share tactical information, coordinate actions across vast distances, or temporarily share skills.
Narrative Consequences: Minds touched by this magic are forever slightly changed. Participants may find themselves unconsciously mimicking each other or having shared dreams. Strong emotional moments during connection create permanent empathic links.
Mechanical Effect: Once per round, you can force any creature within range to reroll one d20 (keeping the new result). Additionally, when you would suffer a critical failure, roll again—on 15+ the failure becomes a normal failure instead.
Narrative Consequences: People around you begin experiencing unusual runs of luck (good and bad). Gambling establishments may ban you, while desperate people seek you out hoping your presence will change their fortune. The universe begins to feel subtly different in your vicinity.
Mechanical Effect: Learn the true nature, history, and magical properties of the target. See through illusions and disguises. For locations, witness echoes of important events that occurred there. Cannot be fooled by magical deception.
Narrative Consequences: Knowledge gained this way is often disturbing or world-changing. You may discover that trusted allies have dark secrets, that precious heirlooms are afflicted with Cursed affliction, or that innocent-seeming locations were sites of tragedy. This knowledge comes with moral obligations.
Level 3 Arcane Spells
Mechanical Effect: The target can re-roll their last d20 roll with full knowledge of the consequences. They can choose to keep either result. This can be activated immediately after seeing the outcome of the original roll.
Narrative Consequences: Time magic leaves traces. Observers may experience déjà vu or conflicting memories. Repeated use in an area can create "time scars" where past events occasionally echo into the present. Entities that exist outside normal time may take notice.
Mechanical Effect: Creates a two-way portal between your current location and any other location you have physically visited. Travel is instantaneous. You can have only one portal active at a time. Others can use it only with your permission.
Narrative Consequences: Permanent portals fundamentally change the geography of trade, warfare, and politics. Nations may go to war for control of portal endpoints. The locations become mystically linked—weather, magical effects, and even Diseased affliction may transfer between them over time.
Mechanical Effect: Target gains the physical characteristics, abilities, and limitations of the new form, but retains their mental scores and personality. Unwilling targets get a save vs. spell roll. Transformation is permanent until reversed by magic or specific conditions.
Narrative Consequences: Metamorphosis creates beings that don't fit natural categories. Transformed individuals struggle with identity, society may reject or worship them, and their existence challenges fundamental assumptions about the nature of reality. Some transformations may be seen as Cursed affliction, others as blessings.
The Path to Mastery
These eighteen spells represent the foundation upon which all greater magic is built. As you grow in power and understanding, remember that each spell cast changes not just the world around you, but yourself as well. Divine magic shapes your soul, bringing you closer to the cosmic forces you channel. Arcane magic expands your mind, but may distance you from mundane humanity.
The greatest mages and clerics understand that true mastery lies not in the power to reshape reality, but in the wisdom to know when such power should—or should not—be used. For in The Krawl, every action has consequences, and magic most of all.
Spell Progression: As characters advance beyond 3rd level, they should be able to learn enhanced versions of these spells or discover entirely new magic through their adventures. Consider allowing players to research personal variations that reflect their character's growth and experiences.